Search found 1146 matches
- Thu Apr 12, 2018 8:08 am
- Forum: 1942 Modding Discussion
- Topic: *SSM Limiting Altitude in SA342s
- Replies: 29
- Views: 48963
Re: *SSM Limiting Altitude in SA342s
Any thoughts on modifying worldsize? ~tona Im pretty sure that can be tricky if you want it to be a serverside mod, but otherwise there is for example some scale settings for the map where one can change the figures, ivé done it a long time ago so cant remember exactly, but i do remember it got a b...
- Thu Apr 12, 2018 7:59 am
- Forum: 1942 Modding Discussion
- Topic: *SSM Limiting Altitude in SA342s
- Replies: 29
- Views: 48963
Re: *SSM Limiting Altitude in SA342s
Like this, in the gamemodes (ex Conquest) ObjectSpawnTemplates.con file
- Wed Apr 11, 2018 2:05 am
- Forum: 1942 Modding Discussion
- Topic: *SSM Limiting Altitude in SA342s
- Replies: 29
- Views: 48963
Re: *SSM Limiting Altitude in SA342s
You can add physics.airDensityZeroAtHeight per map basis, or possibly for all maps if you add it in the game.rfa init.con file
If you use ObjectTemplate.HeatIncrement 0.0003 without a cooldown parameter they will eventually run out of fuel and stop
If you use ObjectTemplate.HeatIncrement 0.0003 without a cooldown parameter they will eventually run out of fuel and stop
- Sat Apr 07, 2018 3:34 am
- Forum: Battlefield Heroes'42
- Topic: Battlefield Heroes mod for BF1942...
- Replies: 220
- Views: 572039
- Thu Apr 05, 2018 11:58 am
- Forum: 1942 Modding Discussion
- Topic: *SSM Limiting Altitude in SA342s
- Replies: 29
- Views: 48963
Re: *SSM Limiting Altitude in SA342s
You can limit the flightheight, its kinda like a bubble where the "air" starting to get thinner a bit from the max value. Also it seems to affect some planes more than others (vanilla), but i havent figured out why. bfa42 vanilla value is 1000, DC is much higher so it should be in some fil...
- Tue Mar 06, 2018 6:02 am
- Forum: 1942 Modding Discussion
- Topic: Increasing CPU Time To AI
- Replies: 8
- Views: 27221
Re: Increasing CPU Time To AI
Try this in console
Code: Select all
game.serverCoopCPU 100
- Sun Jan 21, 2018 7:39 am
- Forum: 1942 Modding Discussion
- Topic: Jump Height / Scuba Fins
- Replies: 5
- Views: 13347
Re: Jump Height / Scuba Fins
I would like to slightly increase a foot soldier's jump height (by about 1.2x) but how can this be done? I have been looking around the code but can't find it. I do not want to affect the world gravity. ObjectTemplate.create ActiveKitPart jump ObjectTemplate.setBoneName A ObjectTemplate.setCopyLink...
- Tue Jan 09, 2018 6:27 am
- Forum: 1942 Modding Discussion
- Topic: Adding FOV to seperate camera view?
- Replies: 9
- Views: 24036
Re: Adding FOV to seperate camera view?
hmm is the mod somewhere to download?
edit: i thought i recognized that vid check here http://team-simple.org/forum/viewtopic. ... 42#p108942
edit: i thought i recognized that vid check here http://team-simple.org/forum/viewtopic. ... 42#p108942
- Mon Jan 08, 2018 1:02 am
- Forum: 1942 Modding Discussion
- Topic: Both Bases Capped to Spawn a Vehicle?
- Replies: 7
- Views: 24121
Re: Both Bases Capped to Spawn a Vehicle?
ObjectTemplate.Active dummy1 ObjectTemplate.timeToLiveAfterDeath 6 ObjectTemplate.destroyed 1 ObjectTemplate.Active dummy2 ObjectTemplate.timeToLiveAfterDeath 6 ObjectTemplate.destroyed 1 As you dont mod ssm, you can just put these lines in your dummy object code ObjectTemplate.timeToLiveAfterDeath ...
- Sat Jan 06, 2018 1:09 am
- Forum: 1942 Modding Discussion
- Topic: Both Bases Capped to Spawn a Vehicle?
- Replies: 7
- Views: 24121
Re: Both Bases Capped to Spawn a Vehicle?
Yes, you have to make it live for a limited time, as long as the flag is taken it should be set to respawn without delay, but if the flag is greyed out it will dissapear by your time settings. easiest way i found to make this "timer" is to spawn the object as destroyed, and the set the tim...